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Snes9x GX Shader support? (blargg NTSC & CRT.OpenGL)

Posted by e2zippo 
Snes9x GX Shader support? (blargg NTSC & CRT.OpenGL)
August 05, 2012 12:34AM
Hey guys, is it possible somehow to user shaders in Snes9x GX?

On the PC version of Snes9x it's possible to combine two shaders to make the game look really old school, CRT televisions curvature and proper NTSC coloring.

Look at this

[filthypants.blogspot.se]

Scroll down to CRT.OpenGL

And blargg's NTSC coloring is amazing.

So is it possible to use these on the Wii-version, and could it handle it?

Cheers!

Edit: i realized I might've posted this in the wrong section, sorry, can a mod move it maybe?



Edited 3 time(s). Last edit at 08/05/2012 12:45AM by e2zippo.
Re: Snes9x GX Shader support? (blargg NTSC & CRT.OpenGL)
August 05, 2012 03:58AM
Most of it would require indirect texture support which is currently missing from libogc.

Edit: Here's an old video of texture co-ordinate warping using indirect textures on the wii: [www.youtube.com]



Edited 1 time(s). Last edit at 08/05/2012 04:10AM by tueidj.
Re: Snes9x GX Shader support? (blargg NTSC & CRT.OpenGL)
August 05, 2012 01:20PM
That's to bad, do you know if it'll ever get done in a near future?

Cheers!
Re: Snes9x GX Shader support? (blargg NTSC & CRT.OpenGL)
August 10, 2012 08:28AM
Quote
tueidj
Most of it would require indirect texture support which is currently missing from libogc.
libogc supports indirect texturing.
Re: Snes9x GX Shader support? (blargg NTSC & CRT.OpenGL)
August 10, 2012 01:09PM
Quote
Michael
Quote
tueidj
Most of it would require indirect texture support which is currently missing from libogc.
libogc supports indirect texturing.

I used it at large scale in this. Perhaps Tueidj meant that it's broken in current libogc or so?
Re: Snes9x GX Shader support? (blargg NTSC & CRT.OpenGL)
August 11, 2012 04:01PM
Quote
Michael
Quote
tueidj
Most of it would require indirect texture support which is currently missing from libogc.
libogc supports indirect texturing.
It only supports tiling or bump-mapping, the functions for warping (which the OP's problem would require) are missing.
Re: Snes9x GX Shader support? (blargg NTSC & CRT.OpenGL)
August 11, 2012 05:57PM
GXSetTevIndWarp is a wrapper for GXSetTevIndirect.
Re: Snes9x GX Shader support? (blargg NTSC & CRT.OpenGL)
August 12, 2012 07:53AM
The same thing could be said about the other GX_SetTevInd* functions, the difference is they're implemented and documented.
Re: Snes9x GX Shader support? (blargg NTSC & CRT.OpenGL)
August 14, 2012 10:25PM


It didn't look so good when I first got it working, seems fine with supersampling.

Edit: You can have fractional bits with a negative scale factor, but then you must use linear filtering.



Edited 1 time(s). Last edit at 08/15/2012 05:55AM by Extrems.
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